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User-adaptable computer chess system

机译:用户适应性的计算机国际象棋系统

摘要

A computer-based strategic game system for, e.g., playing chess includes a kingbrain that is characterized by a rating and a queen brain. The rating of the kingbrain is automatically adjusted to the skill of the player, as determined by the queen brain, such that the kingbrain generates opponent moves to counter the player's moves with an effectiveness that is marginally above the player's ability. When the player is losing, the kingbrain can assume an aggressive heroic style of play. On the other hand, when the player is winning, the kingbrain can assume a defensive craven style of play. As the game unfolds, the queen brain evaluates each of the player's moves, and audio-visual annotations and game commentary based on the queen brain's evaluations are spooled to disk. At the end of the game, the annotations and commentary are immediately available to the player for instruction. A variation tree can also be generated that shows in graphical form the player's moves and the kingbrain's moves, and the player can manipulate the tree to explore the outcomes of alternate moves that the player might have made.
机译:用于例如下棋的基于计算机的战略游戏系统包括以等级和皇后脑为特征的金脑。如女王的大脑所确定的那样,将自动调整金脑的等级以适应玩家的技能,从而使金脑产生对手的动作来抵消玩家的动作,其有效性略高于玩家的能力。当玩家输球时,金脑子可以表现出侵略性的英雄风格。另一方面,当玩家获胜时,金脑可以采取防守风格。随着游戏的发展,皇后脑将评估玩家的每一个动作,并将基于皇后脑的评估结果的视听注释和游戏评论假脱机到磁盘。在游戏结束时,注释和评论立即可供玩家使用以进行指导。还可以生成变异树,以图形形式显示玩家的举动和金脑的举动,玩家可以操纵该树来探索玩家可能做出的其他举动的结果。

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